Add CMake build#163
Conversation
|
The new CMake builds are failing since the |
eddafba to
7bacb61
Compare
|
Hi @henricj I will try to look at your PR in the upcomming days. I have some experience with cmake and its CMakeLists.txt, but not a lot, so please allow me to ask some stypid questions upfront. Which build-uses cases are intended to work currently: a) package builders, people that make .deb and .rpm files or want to install stuff into their /usr/local/ area. Here the system normally will have libbinio and its development files in the system already, and they expect the build this library and install it into their system/buildroot . b) app builders and projects that do not want to rely on external resources. Good example is to compile games into standalone application under Windows. They want to add libbinio, adplug and other external projects as git submodules, and have a master build-system which can be cmake. |
The intention is for it to work both as a subdirectory (typically a git submodule, which I do here so that I can compile it with LTCG and statically link it with the game) and stand-alone (be that through a package manager or after Ideally, the CMake stuff should also "just work" for inclusion into vcpkg, but I haven't looked into that. It has been a few weeks since I last looked at this, so I'm not as clear on all the details as I once was... |
1378419 to
1f611ea
Compare
.cvsignore *.swp *.test CMakeUserPresets.json out .vs
Enhance the CMake build to support:
Two GitHub workflows are supplied to test the CMake-based build. One does a normal build and runs the tests, the other runs a CodeQL analysis. Both workflows run for Windows, Linux, and macOS.